Convert MapScreenCharacterSt::usSolID to SoldierID

This commit is contained in:
Asdow
2024-11-17 01:25:00 +02:00
parent 2918801f75
commit c475f9e4e6
14 changed files with 331 additions and 318 deletions
+18 -17
View File
@@ -632,7 +632,7 @@ BOOLEAN ValidTrainingPartnerInSameSectorOnAssignmentFound( SOLDIERTYPE *pSoldier
extern void AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( SOLDIERTYPE *pSoldier ); extern void AddSectorForSoldierToListOfSectorsThatCompletedMilitiaTraining( SOLDIERTYPE *pSoldier );
extern BOOLEAN CanChangeSleepStatusForCharSlot( INT8 bCharNumber ); extern BOOLEAN CanChangeSleepStatusForCharSlot( INT16 bCharNumber );
// only 2 trainers are allowed per sector, so this function counts the # in a guy's sector // only 2 trainers are allowed per sector, so this function counts the # in a guy's sector
// HEADROCK HAM 3.6: Now takes an extra argument for Militia Type // HEADROCK HAM 3.6: Now takes an extra argument for Militia Type
@@ -3106,7 +3106,7 @@ void VerifyTownTrainingIsPaidFor( void )
continue; continue;
} }
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive && ( pSoldier->bAssignment == TRAIN_TOWN ) ) if( pSoldier->bActive && ( pSoldier->bAssignment == TRAIN_TOWN ) )
{ {
@@ -9643,7 +9643,8 @@ void CreateDestroyMouseRegionsForAssignmentMenu( void )
return; return;
} }
if( ( Menptr[gCharactersList[bSelectedAssignChar].usSolID].stats.bLife == 0 ) || ( Menptr[gCharactersList[bSelectedAssignChar].usSolID].bAssignment == ASSIGNMENT_POW ) )
if( ( gCharactersList[bSelectedAssignChar].usSolID->stats.bLife == 0 ) || ( gCharactersList[bSelectedAssignChar].usSolID->bAssignment == ASSIGNMENT_POW ) )
{ {
// dead guy handle menu stuff // dead guy handle menu stuff
fShowRemoveMenu = fShowAssignmentMenu | fShowContractMenu; fShowRemoveMenu = fShowAssignmentMenu | fShowContractMenu;
@@ -11114,7 +11115,7 @@ void DetermineWhichAssignmentMenusCanBeShown( void )
CreateDestroyMouseRegionForFacilityMenu(); CreateDestroyMouseRegionForFacilityMenu();
CreateDestroyMouseRegionsForFacilityAssignmentMenu(); CreateDestroyMouseRegionsForFacilityAssignmentMenu();
if( ( ( Menptr[gCharactersList[ bSelectedInfoChar ].usSolID].stats.bLife == 0 )||( Menptr[gCharactersList[bSelectedInfoChar].usSolID].bAssignment == ASSIGNMENT_POW ) ) && ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) ) if( ( ( gCharactersList[ bSelectedInfoChar ].usSolID->stats.bLife == 0 )||( gCharactersList[bSelectedInfoChar].usSolID->bAssignment == ASSIGNMENT_POW ) ) && ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) )
{ {
// show basic assignment menu // show basic assignment menu
ShowBox( ghRemoveMercAssignBox ); ShowBox( ghRemoveMercAssignBox );
@@ -11596,7 +11597,7 @@ void CreateDestroyMouseRegionsForContractMenu( void )
return; return;
} }
if( Menptr[gCharactersList[bSelectedContractChar].usSolID].stats.bLife == 0 ) if( gCharactersList[bSelectedContractChar].usSolID->stats.bLife == 0 )
{ {
// dead guy handle menu stuff // dead guy handle menu stuff
@@ -12825,7 +12826,7 @@ void ContractMenuBtnCallback( MOUSE_REGION * pRegion, INT32 iReason )
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{ {
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]; pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
} }
else else
{ {
@@ -18406,7 +18407,7 @@ BOOLEAN HandleSelectedMercsBeingPutAsleep( BOOLEAN fWakeUp, BOOLEAN fDisplayWarn
if( gCharactersList[ iCounter ].fValid ) if( gCharactersList[ iCounter ].fValid )
{ {
// get the soldier pointer // get the soldier pointer
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive == FALSE ) if( pSoldier->bActive == FALSE )
{ {
@@ -18807,7 +18808,7 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
{ {
if( gCharactersList[ bSelectedAssignChar ].fValid == TRUE ) if( gCharactersList[ bSelectedAssignChar ].fValid == TRUE )
{ {
pSelectedSoldier = &Menptr[ gCharactersList[ bSelectedAssignChar ].usSolID ]; pSelectedSoldier = gCharactersList[ bSelectedAssignChar ].usSolID;
} }
} }
@@ -18819,9 +18820,9 @@ void SetAssignmentForList( INT8 bAssignment, INT8 bParam )
if( ( gCharactersList[ iCounter ].fValid ) && if( ( gCharactersList[ iCounter ].fValid ) &&
( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) && ( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) &&
( iCounter != bSelectedAssignChar ) && ( iCounter != bSelectedAssignChar ) &&
!(Menptr[ gCharactersList[ iCounter ].usSolID].flags.uiStatusFlags & SOLDIER_VEHICLE ) ) !(gCharactersList[ iCounter ].usSolID->flags.uiStatusFlags & SOLDIER_VEHICLE ) )
{ {
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
// assume it's NOT gonna work // assume it's NOT gonna work
fItWorked = FALSE; fItWorked = FALSE;
@@ -19616,13 +19617,13 @@ SOLDIERTYPE *GetSelectedAssignSoldier( BOOLEAN fNullOK, BOOLEAN fReturnVehicleDr
if( ( bSelectedAssignChar >= 0 ) && ( bSelectedAssignChar < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) && if( ( bSelectedAssignChar >= 0 ) && ( bSelectedAssignChar < giMAXIMUM_NUMBER_OF_PLAYER_SLOTS ) &&
( gCharactersList[ bSelectedAssignChar ].fValid ) ) ( gCharactersList[ bSelectedAssignChar ].fValid ) )
{ {
pSoldier = &Menptr[ gCharactersList[ bSelectedAssignChar ].usSolID ]; pSoldier = gCharactersList[ bSelectedAssignChar ].usSolID;
} }
} }
else else
{ {
// tactical version // tactical version
pSoldier = &Menptr[ gusUIFullTargetID ]; pSoldier = gusUIFullTargetID;
} }
if ( !fNullOK ) if ( !fNullOK )
@@ -20079,7 +20080,7 @@ BOOLEAN FindAnyAwakeTrainers( SOLDIERTYPE *pTrainee )
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pTrainer = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pTrainer = gCharactersList[ ubCounter ].usSolID;
// Is trainer awake? // Is trainer awake?
if (pTrainer->bAssignment == TRAIN_TEAMMATE && pTrainer->bTrainStat == pTrainee->bTrainStat && if (pTrainer->bAssignment == TRAIN_TEAMMATE && pTrainer->bTrainStat == pTrainee->bTrainStat &&
@@ -20115,7 +20116,7 @@ BOOLEAN FindAnyAwakeTrainees( SOLDIERTYPE *pTrainer )
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pTrainee = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pTrainee = gCharactersList[ ubCounter ].usSolID;
// Is trainee awake? // Is trainee awake?
if (pTrainee->bAssignment == TRAIN_BY_OTHER && pTrainee->bTrainStat == pTrainer->bTrainStat && if (pTrainee->bAssignment == TRAIN_BY_OTHER && pTrainee->bTrainStat == pTrainer->bTrainStat &&
@@ -21058,7 +21059,7 @@ INT8 CountFreeFacilitySlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilityType )
// Count number of people doing anything at this facility. // Count number of people doing anything at this facility.
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character operating this facility? // Is character operating this facility?
if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType && if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType &&
@@ -21101,7 +21102,7 @@ INT8 CountFreeFacilityAssignmentSlots( UINT8 sMapX, UINT8 sMapY, UINT8 ubFacilit
// Count number of people doing this assignment at this facility. // Count number of people doing this assignment at this facility.
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character operating this facility? // Is character operating this facility?
if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType && if( (UINT8)pSoldier->sFacilityTypeOperated == ubFacilityType &&
@@ -21527,7 +21528,7 @@ void ResetAllExpensiveFacilityAssignments()
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character doing facility work? // Is character doing facility work?
INT8 ubAssignmentIndex = GetSoldierFacilityAssignmentIndex( pSoldier ); INT8 ubAssignmentIndex = GetSoldierFacilityAssignmentIndex( pSoldier );
+6 -6
View File
@@ -357,7 +357,7 @@ void UpdateStrategicDetectionLevel( )
// Run through list of player-characters // Run through list of player-characters
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid? // Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -499,7 +499,7 @@ void UpdateSkyriderCostModifier()
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid? // Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -562,7 +562,7 @@ void UpdateFacilityUsageCosts( )
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid? // Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -704,7 +704,7 @@ INT32 MineIncomeModifierFromFacility( UINT8 ubMine )
UINT8 ubCounter = 0; UINT8 ubCounter = 0;
while (gCharactersList[ubCounter].fValid) while (gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid? // Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -1112,7 +1112,7 @@ void HandleHourlyRisks()
while (gCharactersList[iCounter].fValid) while (gCharactersList[iCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
// Is character truly valid? // Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -1994,7 +1994,7 @@ INT32 GetTotalFacilityHourlyCosts( BOOLEAN fPositive )
// Run through list of player-characters // Run through list of player-characters
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// Is character truly valid? // Is character truly valid?
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
@@ -683,9 +683,9 @@ BOOLEAN RenderItemInPoolSlot( INT32 iCurrentSlot, INT32 iFirstSlotOnPage )
// if the item is not reachable, or if the selected merc is not in the current sector // if the item is not reachable, or if the selected merc is not in the current sector
// //
if( !( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].usFlags & WORLD_ITEM_REACHABLE ) || if( !( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].usFlags & WORLD_ITEM_REACHABLE ) ||
!(( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX == sSelMapX ) && !(( gCharactersList[ bSelectedInfoChar ].usSolID->sSectorX == sSelMapX ) &&
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY == sSelMapY ) && ( gCharactersList[ bSelectedInfoChar ].usSolID->sSectorY == sSelMapY ) &&
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ == iCurrentMapSectorZ ) ( gCharactersList[ bSelectedInfoChar ].usSolID->bSectorZ == iCurrentMapSectorZ )
) ) ) )
{ {
//Shade the item, but only if it is an active item! //Shade the item, but only if it is an active item!
@@ -1351,7 +1351,6 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
UINT16 usOldItemIndex, usNewItemIndex; UINT16 usOldItemIndex, usNewItemIndex;
INT32 iOldNumberOfObjects = 0; INT32 iOldNumberOfObjects = 0;
INT16 sDistanceFromObject = 0; INT16 sDistanceFromObject = 0;
SOLDIERTYPE *pSoldier = NULL;
CHAR16 sString[ 128 ]; CHAR16 sString[ 128 ];
extern OBJECTTYPE *gpItemDescObject; extern OBJECTTYPE *gpItemDescObject;
@@ -1370,11 +1369,16 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
{ {
//CHRISL: Make it possible to right click and pull up stack popup and/or item description boxes //CHRISL: Make it possible to right click and pull up stack popup and/or item description boxes
WORLDITEM * twItem = &(pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ]); WORLDITEM * twItem = &(pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ]);
bool fValidPointer = false; bool fValidPointer = false;
//CHRISL: Try to update InSector value so we don't have to "activate" a sector //CHRISL: Try to update InSector value so we don't have to "activate" a sector
if(MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->sSectorX == sSelMapX && MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->sSectorY == sSelMapY && MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->bSectorZ == iCurrentMapSectorZ && !MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->flags.fBetweenSectors) SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
const auto x = pSelectedSoldier->sSectorX;
const auto y = pSelectedSoldier->sSectorY;
const auto z = pSelectedSoldier->bSectorZ;
if(x == sSelMapX && y == sSelMapY && z == iCurrentMapSectorZ && !pSelectedSoldier->flags.fBetweenSectors)
{ {
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->bInSector=TRUE; pSelectedSoldier->bInSector = TRUE;
} }
else else
{ {
@@ -1388,7 +1392,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
} }
if ( !InSectorStackPopup( ) && !InItemStackPopup( ) /*&& !InItemDescriptionBox( ) */ && !InKeyRingPopup( ) && twItem->object.exists() == true && (bSelectedInfoChar != -1 && gCharactersList[bSelectedInfoChar].fValid) ) if ( !InSectorStackPopup( ) && !InItemStackPopup( ) /*&& !InItemDescriptionBox( ) */ && !InKeyRingPopup( ) && twItem->object.exists() == true && (bSelectedInfoChar != -1 && gCharactersList[bSelectedInfoChar].fValid) )
{ {
if(OK_CONTROL_MERC( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] )) if(OK_CONTROL_MERC( pSelectedSoldier ))
{ {
//CHRISL: The old setup had a flaw I didn't consider. if, for some reason, the ItemSlotLimit = 0 //CHRISL: The old setup had a flaw I didn't consider. if, for some reason, the ItemSlotLimit = 0
// nothing might happen. Now we setup a flag to determine if our cursor is value for the item we're // nothing might happen. Now we setup a flag to determine if our cursor is value for the item we're
@@ -1474,7 +1478,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
} }
// HEADROCK HAM 5: Sector Inventory Item Desc Box no longer accessible during combat. // HEADROCK HAM 5: Sector Inventory Item Desc Box no longer accessible during combat.
if( !CanPlayerUseSectorInventory( &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]) ) ) if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
{ {
DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL ); DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL );
return; return;
@@ -1484,23 +1488,23 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
if ( _KeyDown(SHIFT) && gpItemPointer == NULL && Item[twItem->object.usItem].usItemClass == IC_GUN && (twItem->object)[0]->data.gun.ubGunShotsLeft && !ItemIsSingleShotRocketLauncher(twItem->object.usItem)) if ( _KeyDown(SHIFT) && gpItemPointer == NULL && Item[twItem->object.usItem].usItemClass == IC_GUN && (twItem->object)[0]->data.gun.ubGunShotsLeft && !ItemIsSingleShotRocketLauncher(twItem->object.usItem))
{ {
EmptyWeaponMagazine( &twItem->object, &gItemPointer ); EmptyWeaponMagazine( &twItem->object, &gItemPointer );
InternalMAPBeginItemPointer( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] ); InternalMAPBeginItemPointer( pSelectedSoldier );
} }
else else
MAPInternalInitItemDescriptionBox( &twItem->object, 0, MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] ); MAPInternalInitItemDescriptionBox( &twItem->object, 0, pSelectedSoldier );
} }
} }
else if(fValidPointer) else if(fValidPointer)
{ {
// Sector Inventory Stack Popup no longer accessible during combat. // Sector Inventory Stack Popup no longer accessible during combat.
if( !CanPlayerUseSectorInventory( &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]) ) ) if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
{ {
DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL ); DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL );
return; return;
} }
else else
{ {
InitSectorStackPopup( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID], twItem, iCounter, xResOffset, yResOffset - 10, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) ); InitSectorStackPopup( pSelectedSoldier, twItem, iCounter, xResOffset, yResOffset - 10, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
fTeamPanelDirty=TRUE; fTeamPanelDirty=TRUE;
fInterfacePanelDirty = DIRTYLEVEL2; fInterfacePanelDirty = DIRTYLEVEL2;
} }
@@ -1597,11 +1601,13 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
//if( fShowInventoryFlag ) //if( fShowInventoryFlag )
{ {
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
// not in sector? // not in sector?
if( ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX != sSelMapX ) || if( ( pSelectedSoldier->sSectorX != sSelMapX ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY != sSelMapY ) || ( pSelectedSoldier->sSectorY != sSelMapY ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ != iCurrentMapSectorZ ) || ( pSelectedSoldier->bSectorZ != iCurrentMapSectorZ ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].flags.fBetweenSectors ) ) ( pSelectedSoldier->flags.fBetweenSectors ) )
{ {
if ( gpItemPointer == NULL ) if ( gpItemPointer == NULL )
{ {
@@ -1633,13 +1639,13 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
} }
else else
{ {
swprintf( sString, pMapInventoryErrorString[ 2 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name ); swprintf( sString, pMapInventoryErrorString[ 2 ], pSelectedSoldier->name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL ); DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
} }
} }
else else
{ {
swprintf( sString, pMapInventoryErrorString[ 5 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name ); swprintf( sString, pMapInventoryErrorString[ 5 ], pSelectedSoldier->name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL ); DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
} }
return; return;
@@ -1650,6 +1656,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
// If we do not have an item in hand, start moving it // If we do not have an item in hand, start moving it
if ( gpItemPointer == NULL ) if ( gpItemPointer == NULL )
{ {
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
// Return if empty // Return if empty
@@ -1658,7 +1665,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
// if in battle inform player they will have to do this in tactical // if in battle inform player they will have to do this in tactical
// if( ( ( gTacticalStatus.fEnemyInSector ) ||( ( sSelMapX == gWorldSectorX ) && ( sSelMapY == gWorldSectorY ) && ( iCurrentMapSectorZ == gbWorldSectorZ ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) ) ) // if( ( ( gTacticalStatus.fEnemyInSector ) ||( ( sSelMapX == gWorldSectorX ) && ( sSelMapY == gWorldSectorY ) && ( iCurrentMapSectorZ == gbWorldSectorZ ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) ) )
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) ) if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
{ {
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 3 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL ); DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 3 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return; return;
@@ -1673,14 +1680,13 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
if( ( sSelMapX == gWorldSectorX )&&( gWorldSectorY == sSelMapY ) &&(gbWorldSectorZ == iCurrentMapSectorZ ) ) if( ( sSelMapX == gWorldSectorX )&&( gWorldSectorY == sSelMapY ) &&(gbWorldSectorZ == iCurrentMapSectorZ ) )
{ {
// notify // notify
pSoldier = &( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] );
sDistanceFromObject = PythSpacesAway( sObjectSourceGridNo, pSoldier->sGridNo); sDistanceFromObject = PythSpacesAway( sObjectSourceGridNo, pSelectedSoldier->sGridNo);
/* if( sDistanceFromObject > MAX_DISTANCE_TO_PICKUP_ITEM ) /* if( sDistanceFromObject > MAX_DISTANCE_TO_PICKUP_ITEM )
{ {
// see for the loaded sector if the merc is cloase enough? // see for the loaded sector if the merc is cloase enough?
swprintf( sString, pMapInventoryErrorString[ 0 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name ); swprintf( sString, pMapInventoryErrorString[ 0 ], pSelectedSoldier->name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL ); DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return; return;
} }
@@ -1718,10 +1724,11 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
} }
else else
{//we have an item on cursor {//we have an item on cursor
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
// if in battle inform player they will have to do this in tactical // if in battle inform player they will have to do this in tactical
// if( ( gTacticalStatus.fEnemyInSector ) ||( ( sSelMapX == gWorldSectorX ) && ( sSelMapY == gWorldSectorY ) && ( iCurrentMapSectorZ == gbWorldSectorZ ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) ) // if( ( gTacticalStatus.fEnemyInSector ) ||( ( sSelMapX == gWorldSectorX ) && ( sSelMapY == gWorldSectorY ) && ( iCurrentMapSectorZ == gbWorldSectorZ ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) )
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) ) if( !CanPlayerUseSectorInventory(pSelectedSoldier) )
{ {
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 4 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL ); DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 4 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return; return;
@@ -1795,7 +1802,7 @@ void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
/* /*
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 ) if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{ {
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE ); ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
} }
*/ */
} }
@@ -2471,7 +2478,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( _KeyDown ( CTRL ))//MM: Pass item to selected merc. Delete if none selected. if ( _KeyDown ( CTRL ))//MM: Pass item to selected merc. Delete if none selected.
{ {
SOLDIERTYPE *pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]; SOLDIERTYPE *pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
bool placedAllObjects = false; bool placedAllObjects = false;
if(pSoldier->exists() == true) if(pSoldier->exists() == true)
@@ -2575,7 +2582,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 ) if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{ {
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE ); ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
fTeamPanelDirty = TRUE; fTeamPanelDirty = TRUE;
} }
} }
@@ -2643,7 +2650,7 @@ void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 ) if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{ {
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE ); ReevaluateItemHatches( gCharactersList[ bSelectedInfoChar ].usSolID, FALSE );
fTeamPanelDirty = TRUE; fTeamPanelDirty = TRUE;
} }
} }
@@ -3015,7 +3022,7 @@ void TemplateNameInputCallBack(UINT8 ubResult)
{ {
if (ubResult == MSG_BOX_RETURN_OK && wcscmp(gszMsgBoxInputString, L"") > 0) if (ubResult == MSG_BOX_RETURN_OK && wcscmp(gszMsgBoxInputString, L"") > 0)
{ {
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID]; SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if (pSoldier) if (pSoldier)
{ {
WriteEquipmentTemplate(pSoldier, gszMsgBoxInputString); WriteEquipmentTemplate(pSoldier, gszMsgBoxInputString);
@@ -3047,7 +3054,7 @@ void MapInventoryWriteEquipmentTemplate(GUI_BUTTON *btn, INT32 reason)
{ {
if ( btn->uiFlags & (BUTTON_CLICKED_ON) ) if ( btn->uiFlags & (BUTTON_CLICKED_ON) )
{ {
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID]; SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if ( pSoldier ) if ( pSoldier )
{ {
DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, szGearTemplateText[0], guiCurrentScreen, MSG_BOX_FLAG_INPUTBOX, TemplateNameInputCallBack, NULL ); DoMessageBox( MSG_BOX_BASIC_SMALL_BUTTONS, szGearTemplateText[0], guiCurrentScreen, MSG_BOX_FLAG_INPUTBOX, TemplateNameInputCallBack, NULL );
@@ -3072,7 +3079,7 @@ void MapInventoryReadEquipmentTemplate(GUI_BUTTON *btn, INT32 reason)
{ {
if ( btn->uiFlags & (BUTTON_CLICKED_ON) ) if ( btn->uiFlags & (BUTTON_CLICKED_ON) )
{ {
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID]; SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if ( pSoldier && if ( pSoldier &&
pSoldier->sSectorX == sSelMapX && pSoldier->sSectorY == sSelMapY && pSoldier->bSectorZ == iCurrentMapSectorZ && pSoldier->sSectorX == sSelMapX && pSoldier->sSectorY == sSelMapY && pSoldier->bSectorZ == iCurrentMapSectorZ &&
!pSoldier->flags.fBetweenSectors ) !pSoldier->flags.fBetweenSectors )
@@ -3525,11 +3532,12 @@ void HandleButtonStatesWhileMapInventoryActive( void )
} }
// Selected Merc is in sector? Or is in combat? // Selected Merc is in sector? Or is in combat?
if(MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->sSectorX != sSelMapX || SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->sSectorY != sSelMapY || if( pSoldier->sSectorX != sSelMapX ||
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->bSectorZ != iCurrentMapSectorZ || pSoldier->sSectorY != sSelMapY ||
MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]->flags.fBetweenSectors || pSoldier->bSectorZ != iCurrentMapSectorZ ||
!CanPlayerUseSectorInventory( &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]) ) ) pSoldier->flags.fBetweenSectors ||
!CanPlayerUseSectorInventory( pSoldier ) )
{ {
DisableButton( guiMapInvenSortButton[ 0 ] ); DisableButton( guiMapInvenSortButton[ 0 ] );
DisableButton( guiMapInvenSortButton[ 1 ] ); DisableButton( guiMapInvenSortButton[ 1 ] );
@@ -3640,7 +3648,7 @@ void HandleMouseInCompatableItemForMapSectorInventory( INT32 iCurrentSlot )
if( fShowInventoryFlag ) if( fShowInventoryFlag )
{ {
//Soldier inventory is shown, highlight those items //Soldier inventory is shown, highlight those items
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]; pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
if( pSoldier ) if( pSoldier )
{ {
if( HandleCompatibleAmmoUIForMapScreen( pSoldier, iCurrentSlot + ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ), TRUE, FALSE ) ) if( HandleCompatibleAmmoUIForMapScreen( pSoldier, iCurrentSlot + ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ), TRUE, FALSE ) )
@@ -4815,7 +4823,7 @@ void SortSectorInventoryAmmo(bool useBoxes)
OBJECTTYPE newCrate; OBJECTTYPE newCrate;
int loopCount = 0; int loopCount = 0;
SOLDIERTYPE * pSoldier = &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]); SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
AssertMsg( pSoldier != NULL, "Sector Inventory: Attempting ammo sort without valid selected soldier?" ); AssertMsg( pSoldier != NULL, "Sector Inventory: Attempting ammo sort without valid selected soldier?" );
@@ -4957,7 +4965,7 @@ void SortSectorInventoryEjectAmmo()
{ {
OBJECTTYPE gTempObject; OBJECTTYPE gTempObject;
SOLDIERTYPE * pSoldier = &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]); SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ ) //for all items in sector for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ ) //for all items in sector
{ {
@@ -5006,7 +5014,7 @@ void SortSectorInventoryEmptyLBE() {
// current item // current item
WORLDITEM * pInventoryItem = NULL; WORLDITEM * pInventoryItem = NULL;
SOLDIERTYPE * pSoldier = &(Menptr[gCharactersList[bSelectedInfoChar].usSolID]); SOLDIERTYPE * pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
for (UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++) //for all items in sector for (UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++) //for all items in sector
{ {
@@ -5081,7 +5089,7 @@ void SortSectorInventorySeparateAttachments()
WORLDITEM * pInventoryItem = NULL; WORLDITEM * pInventoryItem = NULL;
SOLDIERTYPE * pSoldier = &(Menptr[gCharactersList[bSelectedInfoChar].usSolID]); SOLDIERTYPE * pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
for (UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++) //for all items in sector for (UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++) //for all items in sector
{ {
@@ -5154,7 +5162,7 @@ void SortSectorInventoryStackAndMerge(bool ammoOnly )
{ {
OBJECTTYPE * StackObject; OBJECTTYPE * StackObject;
SOLDIERTYPE * pSoldier = &(Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ]); SOLDIERTYPE * pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ ) for ( UINT32 uiLoop = 0; uiLoop < pInventoryPoolList.size(); uiLoop++ )
{ {
+3 -3
View File
@@ -1298,7 +1298,7 @@ INT32 ShowOnDutyTeam( INT16 sMapX, INT16 sMapY )
// run through list // run through list
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) && if( !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) &&
( pSoldier->sSectorX == sMapX) && ( pSoldier->sSectorX == sMapX) &&
@@ -1350,7 +1350,7 @@ INT32 ShowAssignedTeam(INT16 sMapX, INT16 sMapY, INT32 iCount)
while(gCharactersList[ubCounter].fValid) while(gCharactersList[ubCounter].fValid)
{ {
pSoldier = MercPtrs[ gCharactersList[ ubCounter ].usSolID ]; pSoldier = gCharactersList[ ubCounter ].usSolID;
// given number of on duty members, find number of assigned chars // given number of on duty members, find number of assigned chars
// start at beginning of list, look for people who are in sector and assigned // start at beginning of list, look for people who are in sector and assigned
@@ -7126,7 +7126,7 @@ UINT8 NumActiveCharactersInSector( INT16 sSectorX, INT16 sSectorY, INT16 bSector
{ {
if( gCharactersList[ iCounter ].fValid ) if( gCharactersList[ iCounter ].fValid )
{ {
pSoldier = &( Menptr[ gCharactersList[ iCounter ].usSolID ] ); pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive && ( pSoldier->stats.bLife > 0 ) && if( pSoldier->bActive && ( pSoldier->stats.bLife > 0 ) &&
( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) ) ( pSoldier->bAssignment != ASSIGNMENT_POW ) && ( pSoldier->bAssignment != IN_TRANSIT ) )
+29 -24
View File
@@ -552,7 +552,7 @@ void ResetAssignmentsForMercsTrainingUnpaidSectorsInSelectedList( UINT8 ubMiliti
continue; continue;
} }
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive == FALSE ) if( pSoldier->bActive == FALSE )
{ {
@@ -586,7 +586,7 @@ void ResetAssignmentOfMercsThatWereTrainingMilitiaInThisSector( INT16 sSectorX,
continue; continue;
} }
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
if( pSoldier->bActive == FALSE ) if( pSoldier->bActive == FALSE )
{ {
@@ -618,7 +618,7 @@ void DeselectSelectedListMercsWhoCantMoveWithThisGuy( SOLDIERTYPE *pSoldier )
{ {
if( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) if( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE )
{ {
pSoldier2 = &( Menptr[ gCharactersList[ iCounter ].usSolID ] ); pSoldier2 = gCharactersList[ iCounter ].usSolID;
// skip the guy we are // skip the guy we are
if ( pSoldier == pSoldier2 ) if ( pSoldier == pSoldier2 )
@@ -707,7 +707,7 @@ void SelectUnselectedMercsWhoMustMoveWithThisGuy( void )
// if not already selected // if not already selected
if( fSelectedListOfMercsForMapScreen[ iCounter ] == FALSE ) if( fSelectedListOfMercsForMapScreen[ iCounter ] == FALSE )
{ {
pSoldier = &( Menptr[ gCharactersList[ iCounter ].usSolID ] ); pSoldier = gCharactersList[ iCounter ].usSolID;
// if on a squad or in a vehicle // if on a squad or in a vehicle
if ( ( pSoldier->bAssignment < ON_DUTY ) || ( pSoldier->bAssignment == VEHICLE ) ) if ( ( pSoldier->bAssignment < ON_DUTY ) || ( pSoldier->bAssignment == VEHICLE ) )
@@ -735,7 +735,7 @@ BOOLEAN AnyMercInSameSquadOrVehicleIsSelected( SOLDIERTYPE *pSoldier )
// if selected // if selected
if( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) if( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE )
{ {
pSoldier2 = &( Menptr[ gCharactersList[ iCounter ].usSolID ] ); pSoldier2 = gCharactersList[ iCounter ].usSolID;
// if they have the same assignment // if they have the same assignment
if( pSoldier->bAssignment == pSoldier2->bAssignment ) if( pSoldier->bAssignment == pSoldier2->bAssignment )
@@ -1295,10 +1295,10 @@ void CheckAndUpdateBasedOnContractTimes( void )
if( gCharactersList[iCounter].fValid == TRUE ) if( gCharactersList[iCounter].fValid == TRUE )
{ {
// what kind of merc // what kind of merc
if(Menptr[gCharactersList[iCounter].usSolID].ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC) if(gCharactersList[iCounter].usSolID->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC)
{ {
// amount of time left on contract // amount of time left on contract
iTimeRemaining=Menptr[gCharactersList[iCounter].usSolID].iEndofContractTime-GetWorldTotalMin(); iTimeRemaining = gCharactersList[iCounter].usSolID->iEndofContractTime - GetWorldTotalMin();
if(iTimeRemaining >60*24) if(iTimeRemaining >60*24)
{ {
// more than a day, display in green // more than a day, display in green
@@ -1329,9 +1329,9 @@ void CheckAndUpdateBasedOnContractTimes( void )
} }
} }
} }
else if( Menptr[gCharactersList[iCounter].usSolID].ubWhatKindOfMercAmI == MERC_TYPE__MERC ) else if( gCharactersList[iCounter].usSolID->ubWhatKindOfMercAmI == MERC_TYPE__MERC )
{ {
iTimeRemaining = Menptr[gCharactersList[iCounter].usSolID].iTotalContractLength; iTimeRemaining = gCharactersList[iCounter].usSolID->iTotalContractLength;
if( iTimeRemaining != iOldContractTimes[ iCounter ]) if( iTimeRemaining != iOldContractTimes[ iCounter ])
{ {
@@ -1395,7 +1395,7 @@ void HandleDisplayOfSelectedMercArrows( void )
if( gCharactersList[ ubCount + FIRSTmercTOdisplay ].fValid == TRUE ) if( gCharactersList[ ubCount + FIRSTmercTOdisplay ].fValid == TRUE )
{ {
// are they in the selected list or int he same mvt group as this guy // are they in the selected list or int he same mvt group as this guy
if( ( IsEntryInSelectedListSet( ubCount + FIRSTmercTOdisplay ) == TRUE ) || ( ( GetSelectedDestChar() != - 1 ) ? ( ( Menptr[ gCharactersList[ ubCount + FIRSTmercTOdisplay ].usSolID ].ubGroupID != 0 ) ? ( Menptr[ gCharactersList[GetSelectedDestChar()].usSolID ].ubGroupID == Menptr[ gCharactersList[ ubCount + FIRSTmercTOdisplay ].usSolID ].ubGroupID ) : FALSE ) : FALSE ) ) if( ( IsEntryInSelectedListSet( ubCount + FIRSTmercTOdisplay ) == TRUE ) || ( ( GetSelectedDestChar() != - 1 ) ? ( ( gCharactersList[ ubCount + FIRSTmercTOdisplay ].usSolID->ubGroupID != 0 ) ? ( gCharactersList[GetSelectedDestChar()].usSolID->ubGroupID == gCharactersList[ ubCount + FIRSTmercTOdisplay ].usSolID->ubGroupID ) : FALSE ) : FALSE ) )
{ {
sYPosition = y + ( ubCount * ( Y_SIZE + 2) ) - 1; sYPosition = y + ( ubCount * ( Y_SIZE + 2) ) - 1;
@@ -1426,10 +1426,15 @@ void HandleDisplayOfItemPopUpForSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
{ {
if( gCharactersList[ bSelectedInfoChar ].fValid == TRUE ) if( gCharactersList[ bSelectedInfoChar ].fValid == TRUE )
{ {
if( ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID].sSectorX == sMapX ) && ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID].sSectorY == sMapY ) && ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID].bSectorZ == sMapZ ) && ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID].bActive ) && ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID].stats.bLife >= OKLIFE ) ) SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if( ( pSoldier->sSectorX == sMapX ) &&
( pSoldier->sSectorY == sMapY ) &&
( pSoldier->bSectorZ == sMapZ ) &&
( pSoldier->bActive ) &&
( pSoldier->stats.bLife >= OKLIFE ) )
{ {
// valid character // valid character
InitializeItemPickupMenu( &( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID] ), NOWHERE , pItemPool, MAP_INVEN_POOL_X, MAP_INVEN_POOL_Y, -1 ); InitializeItemPickupMenu( pSoldier, NOWHERE , pItemPool, MAP_INVEN_POOL_X, MAP_INVEN_POOL_Y, -1 );
fWasInited = TRUE; fWasInited = TRUE;
CreateScreenMaskForInventoryPoolPopUp( ); CreateScreenMaskForInventoryPoolPopUp( );
@@ -1937,19 +1942,19 @@ void UpdateCharRegionHelpText( void )
if( ( bSelectedInfoChar != -1 ) && ( gCharactersList[ bSelectedInfoChar ].fValid == TRUE ) ) if( ( bSelectedInfoChar != -1 ) && ( gCharactersList[ bSelectedInfoChar ].fValid == TRUE ) )
{ {
// valid soldier selected // valid soldier selected
pSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ]; pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
// health/energy/morale // health/energy/morale
if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) if( pSoldier->bAssignment != ASSIGNMENT_POW && pSoldier->bAssignment != ASSIGNMENT_MINIEVENT && pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND )
{ {
if ( pSoldier->stats.bLife != 0 ) if ( pSoldier->stats.bLife != 0 )
{ {
if ( AM_A_ROBOT( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) ) if ( AM_A_ROBOT(pSoldier) )
{ {
// robot (condition only) // robot (condition only)
swprintf( sString, L"%s: %d/%d", pMapScreenStatusStrings[ 3 ], pSoldier->stats.bLife, pSoldier->stats.bLifeMax ); swprintf( sString, L"%s: %d/%d", pMapScreenStatusStrings[ 3 ], pSoldier->stats.bLife, pSoldier->stats.bLifeMax );
} }
else if ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].flags.uiStatusFlags & SOLDIER_VEHICLE ) else if (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{ {
// vehicle (condition/fuel) // vehicle (condition/fuel)
swprintf( sString, L"%s: %d/%d, %s: %d/%d", swprintf( sString, L"%s: %d/%d, %s: %d/%d",
@@ -2491,7 +2496,7 @@ BOOLEAN MapscreenCanPassItemToCharNum( INT32 iNewCharSlot )
} }
pNewSoldier = MercPtrs[ gCharactersList[ iNewCharSlot ].usSolID ]; pNewSoldier = gCharactersList[ iNewCharSlot ].usSolID;
// if in a hostile sector, disallow // if in a hostile sector, disallow
if (gTacticalStatus.fEnemyInSector && pNewSoldier->bInSector) if (gTacticalStatus.fEnemyInSector && pNewSoldier->bInSector)
@@ -2531,7 +2536,7 @@ BOOLEAN MapscreenCanPassItemToCharNum( INT32 iNewCharSlot )
} }
else else
{ {
pOldSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ]; pOldSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
} }
} }
@@ -3633,7 +3638,7 @@ void SetUpMovingListsForSector( INT16 sSectorX, INT16 sSectorY, INT16 sSectorZ )
{ {
if( gCharactersList[ iCounter ].fValid ) if( gCharactersList[ iCounter ].fValid )
{ {
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
if( ( pSoldier->bActive ) && if( ( pSoldier->bActive ) &&
( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) && ( pSoldier->bAssignment != IN_TRANSIT ) && ( pSoldier->bAssignment != ASSIGNMENT_POW ) && !SPY_LOCATION( pSoldier->bAssignment ) && ( pSoldier->bAssignment != ASSIGNMENT_MINIEVENT ) && ( pSoldier->bAssignment != ASSIGNMENT_REBELCOMMAND ) &&
@@ -4584,7 +4589,7 @@ void HandleSettingTheSelectedListOfMercs( void )
// is the current guy a valid character? // is the current guy a valid character?
if( gCharactersList[ iCounter ].fValid == TRUE ) if( gCharactersList[ iCounter ].fValid == TRUE )
{ {
pSoldier = MercPtrs[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) if ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{ {
@@ -4620,7 +4625,7 @@ void HandleSettingTheSelectedListOfMercs( void )
if( GetSelectedDestChar() != -1 ) if( GetSelectedDestChar() != -1 )
{ {
INT8 pbErrorNumber = -1; INT8 pbErrorNumber = -1;
pSoldier = MercPtrs[gCharactersList[GetSelectedDestChar()].usSolID]; pSoldier = gCharactersList[GetSelectedDestChar()].usSolID;
INT8 bSquadValue = pSoldier->bAssignment; INT8 bSquadValue = pSoldier->bAssignment;
if (bSquadValue == VEHICLE) if (bSquadValue == VEHICLE)
{ {
@@ -5679,7 +5684,7 @@ void UpdateHelpTextForMapScreenMercIcons( void )
else else
{ {
// if merc is an AIM merc // if merc is an AIM merc
if( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC ) if( gCharactersList[ bSelectedInfoChar ].usSolID->ubWhatKindOfMercAmI == MERC_TYPE__AIM_MERC )
{ {
SetRegionFastHelpText( &(gContractIconRegion), zMarksMapScreenText[ 22 ] ); SetRegionFastHelpText( &(gContractIconRegion), zMarksMapScreenText[ 22 ] );
} }
@@ -5689,7 +5694,7 @@ void UpdateHelpTextForMapScreenMercIcons( void )
} }
// if merc has life insurance // if merc has life insurance
if( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].usLifeInsurance > 0 ) if( gCharactersList[ bSelectedInfoChar ].usSolID->usLifeInsurance > 0 )
{ {
SetRegionFastHelpText( &(gInsuranceIconRegion), zMarksMapScreenText[ 3 ] ); SetRegionFastHelpText( &(gInsuranceIconRegion), zMarksMapScreenText[ 3 ] );
} }
@@ -5699,7 +5704,7 @@ void UpdateHelpTextForMapScreenMercIcons( void )
} }
// if merc has a medical deposit // if merc has a medical deposit
if( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].usMedicalDeposit > 0 ) if( gCharactersList[ bSelectedInfoChar ].usSolID->usMedicalDeposit > 0 )
{ {
SetRegionFastHelpText( &(gDepositIconRegion), zMarksMapScreenText[ 12 ] ); SetRegionFastHelpText( &(gDepositIconRegion), zMarksMapScreenText[ 12 ] );
} }
@@ -6310,7 +6315,7 @@ BOOLEAN CanEntireMovementGroupMercIsInMove( SOLDIERTYPE *pSoldier, INT8 *pbError
if( gCharactersList[ iCounter ].fValid == TRUE ) if( gCharactersList[ iCounter ].fValid == TRUE )
{ {
// get soldier // get soldier
pCurrentSoldier = &( Menptr[ gCharactersList[ iCounter ].usSolID ] ); pCurrentSoldier = gCharactersList[ iCounter ].usSolID;
// skip inactive grunts // skip inactive grunts
if( pCurrentSoldier->bActive == FALSE ) if( pCurrentSoldier->bActive == FALSE )
+1 -1
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@@ -418,7 +418,7 @@ void CheckForMeanwhileOKStart( )
SOLDIERTYPE *pSoldier; SOLDIERTYPE *pSoldier;
BOOLEAN fFoundSoldierToInterrogate = FALSE; BOOLEAN fFoundSoldierToInterrogate = FALSE;
UINT32 uiCount = 0; UINT32 uiCount = 0;
for (pSoldier = MercPtrs[gCharactersList[uiCount].usSolID]; gCharactersList[uiCount].fValid; uiCount++, pSoldier++) for (pSoldier = gCharactersList[uiCount].usSolID; gCharactersList[uiCount].fValid; uiCount++, pSoldier++)
{ {
if (pSoldier->sSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && pSoldier->sSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY && if (pSoldier->sSectorX == gModSettings.ubMeanwhileInterrogatePOWSectorX && pSoldier->sSectorY == gModSettings.ubMeanwhileInterrogatePOWSectorY &&
pSoldier->bSectorZ == 0 && pSoldier->bAssignment == ASSIGNMENT_POW && pSoldier->stats.bLife > 0 && gMercProfiles[pSoldier->ubProfile].bMercStatus != MERC_FIRED_AS_A_POW) pSoldier->bSectorZ == 0 && pSoldier->bAssignment == ASSIGNMENT_POW && pSoldier->stats.bLife > 0 && gMercProfiles[pSoldier->ubProfile].bMercStatus != MERC_FIRED_AS_A_POW)
+2 -2
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@@ -1379,7 +1379,7 @@ void HandleCompletionOfTownTrainingByGroupWithTrainer( SOLDIERTYPE *pTrainer, UI
continue; continue;
} }
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
// valid soldier? // valid soldier?
if( pSoldier->bActive == FALSE ) if( pSoldier->bActive == FALSE )
@@ -1532,7 +1532,7 @@ void BuildListOfUnpaidTrainableSectors( UINT8 ubMilitiaType )
// selected? // selected?
if( ( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) || ( iCounter == bSelectedAssignChar ) ) if( ( fSelectedListOfMercsForMapScreen[ iCounter ] == TRUE ) || ( iCounter == bSelectedAssignChar ) )
{ {
pSoldier = &Menptr[ gCharactersList[ iCounter ].usSolID ]; pSoldier = gCharactersList[ iCounter ].usSolID;
// HEADROCK HAM 3.6: Two different conditions depending on the type of militia being trained. // HEADROCK HAM 3.6: Two different conditions depending on the type of militia being trained.
if( ubMilitiaType == TOWN_MILITIA ) if( ubMilitiaType == TOWN_MILITIA )
+186 -189
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File diff suppressed because it is too large Load Diff
+2 -2
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@@ -150,7 +150,7 @@ void ChangeSelectedMapSector( INT16 sMapX, INT16 sMapY, INT8 bMapZ );
BOOLEAN CanToggleSelectedCharInventory( void ); BOOLEAN CanToggleSelectedCharInventory( void );
BOOLEAN CanExtendContractForCharSlot( INT8 bCharNumber ); BOOLEAN CanExtendContractForCharSlot( INT16 bCharNumber );
void TellPlayerWhyHeCantCompressTime( void ); void TellPlayerWhyHeCantCompressTime( void );
@@ -168,7 +168,7 @@ void CancelChangeArrivalSectorMode( void );
void ExplainWhySkyriderCantFly( void ); void ExplainWhySkyriderCantFly( void );
BOOLEAN CanChangeSleepStatusForCharSlot( INT8 bCharNumber ); BOOLEAN CanChangeSleepStatusForCharSlot( INT16 bCharNumber );
BOOLEAN CanChangeSleepStatusForSoldier( SOLDIERTYPE *pSoldier ); BOOLEAN CanChangeSleepStatusForSoldier( SOLDIERTYPE *pSoldier );
BOOLEAN MapCharacterHasAccessibleInventory( INT16 bCharNumber ); BOOLEAN MapCharacterHasAccessibleInventory( INT16 bCharNumber );
+23 -19
View File
@@ -2362,16 +2362,17 @@ void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup )
} }
POPUP * createPopupForPocket( SOLDIERTYPE *pSoldier, INT16 sPocket ){ POPUP * createPopupForPocket( SOLDIERTYPE *pSoldier, INT16 sPocket ){
SOLDIERTYPE* pSelectedSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if( !( if( !(
guiCurrentItemDescriptionScreen == MAP_SCREEN guiCurrentItemDescriptionScreen == MAP_SCREEN
&& fShowMapInventoryPool && fShowMapInventoryPool
&& ( ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX == sSelMapX ) && ( ( pSelectedSoldier->sSectorX == sSelMapX )
&& ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY == sSelMapY ) && ( pSelectedSoldier->sSectorY == sSelMapY )
&& ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ == iCurrentMapSectorZ ) && ( pSelectedSoldier->bSectorZ == iCurrentMapSectorZ )
) )
&& CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) && CanPlayerUseSectorInventory( pSelectedSoldier )
) ) ) )
{ {
return NULL; return NULL;
} }
@@ -5853,13 +5854,14 @@ void UpdateAttachmentTooltips(OBJECTTYPE *pObject, UINT8 ubStatusIndex)
} }
} }
BOOLEAN showAttachmentPopups = FALSE; BOOLEAN showAttachmentPopups = FALSE;
SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if( guiCurrentItemDescriptionScreen == MAP_SCREEN if( guiCurrentItemDescriptionScreen == MAP_SCREEN
&& fShowMapInventoryPool && fShowMapInventoryPool
&& ( (Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX == sSelMapX ) && ( (pSoldier->sSectorX == sSelMapX )
&& ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY == sSelMapY ) && ( pSoldier->sSectorY == sSelMapY )
&& ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ == iCurrentMapSectorZ ) ) && ( pSoldier->bSectorZ == iCurrentMapSectorZ ) )
&& CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) && CanPlayerUseSectorInventory( pSoldier )
&& attachList.size()>0 ) // silversurfer: no need to show popups if we have nothing to display && attachList.size()>0 ) // silversurfer: no need to show popups if we have nothing to display
{ {
showAttachmentPopups = TRUE; showAttachmentPopups = TRUE;
@@ -10546,18 +10548,20 @@ void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN) if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN)
{ {
if( ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX != sSelMapX ) || SOLDIERTYPE* pSelected = gCharactersList[bSelectedInfoChar].usSolID;
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY != sSelMapY ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ != iCurrentMapSectorZ ) || if( ( pSelected->sSectorX != sSelMapX ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].flags.fBetweenSectors ) ) ( pSelected->sSectorY != sSelMapY ) ||
( pSelected->bSectorZ != iCurrentMapSectorZ ) ||
( pSelected->flags.fBetweenSectors ) )
{ {
if ( gpItemPointer == NULL ) if ( gpItemPointer == NULL )
{ {
swprintf( sString, pMapInventoryErrorString[ 2 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name ); swprintf( sString, pMapInventoryErrorString[ 2 ], pSelected->name );
} }
else else
{ {
swprintf( sString, pMapInventoryErrorString[ 5 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name ); swprintf( sString, pMapInventoryErrorString[ 5 ], pSelected->name );
} }
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL ); DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return; return;
@@ -12824,7 +12828,7 @@ void UpdateItemHatches()
{ {
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 ) if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{ {
pSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ]; pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
} }
} }
else else
@@ -14539,7 +14543,7 @@ void UpdateMercBodyRegionHelpText( )
wcscpy( sString, L"" ); wcscpy( sString, L"" );
// valid soldier selected // valid soldier selected
pSoldier = MercPtrs[gCharactersList[bSelectedInfoChar].usSolID]; pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
// health/energy/morale // health/energy/morale
if ( pSoldier->bAssignment != ASSIGNMENT_POW ) if ( pSoldier->bAssignment != ASSIGNMENT_POW )
@@ -14551,7 +14555,7 @@ void UpdateMercBodyRegionHelpText( )
// robot (condition only) // robot (condition only)
swprintf( sString, L"%s: %d/%d", pMapScreenStatusStrings[3], pSoldier->stats.bLife, pSoldier->stats.bLifeMax ); swprintf( sString, L"%s: %d/%d", pMapScreenStatusStrings[3], pSoldier->stats.bLife, pSoldier->stats.bLifeMax );
} }
else if ( Menptr[gCharactersList[bSelectedInfoChar].usSolID].flags.uiStatusFlags & SOLDIER_VEHICLE ) else if (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE )
{ {
// vehicle (condition/fuel) // vehicle (condition/fuel)
swprintf( sString, L"%s: %d/%d, %s: %d/%d", swprintf( sString, L"%s: %d/%d, %s: %d/%d",
+2 -4
View File
@@ -7320,9 +7320,7 @@ void KeyRingItemPanelButtonCallback( MOUSE_REGION * pRegion, INT32 iReason )
} }
pSoldier = gCharactersList[ bSelectedInfoChar ].usSolID;
pSoldier = &( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] );
sStartYPosition = MAP_START_KEYRING_Y; sStartYPosition = MAP_START_KEYRING_Y;
sWidth = 261; sWidth = 261;
sHeight = ( 359 - 107 ); sHeight = ( 359 - 107 );
@@ -7457,7 +7455,7 @@ void KeyRingSlotInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
} }
else else
{ {
UINT16 ubSrcID, ubDestID; SoldierID ubSrcID, ubDestID;
BOOLEAN fOKToGo = FALSE; BOOLEAN fOKToGo = FALSE;
BOOLEAN fDeductPoints = FALSE; BOOLEAN fDeductPoints = FALSE;
+7 -7
View File
@@ -51,24 +51,24 @@ bool checkLBEArrayIntegrity(bool verbose) {
if (!gCharactersList[i].fValid || gCharactersList[i].usSolID >= NOBODY) continue; if (!gCharactersList[i].fValid || gCharactersList[i].usSolID >= NOBODY) continue;
SoldierID id = gCharactersList[i].usSolID; SoldierID id = gCharactersList[i].usSolID;
SOLDIERTYPE soldier = Menptr[id]; SOLDIERTYPE *soldier = id;
if (verbose)ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"LBENODE integrity check start: checking soldier items (%s)...", soldier.name); if (verbose)ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"LBENODE integrity check start: checking soldier items (%s)...", soldier->name);
for (int j = 0; j < soldier.inv.size(); j++) { for (int j = 0; j < soldier->inv.size(); j++) {
OBJECTTYPE * object = &(soldier.inv[j]); OBJECTTYPE * object = &(soldier->inv[j]);
if (object->HasAnyActiveLBEs()) { if (object->HasAnyActiveLBEs()) {
if (!checkObjectLBEIntegrity(object)) { if (!checkObjectLBEIntegrity(object)) {
ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"> LBENODE missing: %s -> %s!", soldier.name, Item[object->usItem].szItemName); ScreenMsg(FONT_MCOLOR_LTRED, MSG_INTERFACE, L"> LBENODE missing: %s -> %s!", soldier->name, Item[object->usItem].szItemName);
integrityCheck = false; integrityCheck = false;
} }
else { else {
if (verbose)ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"> OK: %s -> %s", soldier.name, Item[object->usItem].szItemName); if (verbose)ScreenMsg(FONT_MCOLOR_LTGREEN, MSG_INTERFACE, L"> OK: %s -> %s", soldier->name, Item[object->usItem].szItemName);
} }
} }
else { else {
if (verbose)ScreenMsg(FONT_MCOLOR_LTGRAY, MSG_INTERFACE, L"> SKIP: %s -> %s", soldier.name, Item[object->usItem].szItemName); if (verbose)ScreenMsg(FONT_MCOLOR_LTGRAY, MSG_INTERFACE, L"> SKIP: %s -> %s", soldier->name, Item[object->usItem].szItemName);
} }
} }
} }
+1 -1
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@@ -502,7 +502,7 @@ void MercArrivesCallback( UINT16 ubSoldierID )
{ {
if (gCharactersList[cnt].fValid) if (gCharactersList[cnt].fValid)
{ {
pTeamSoldier = &Menptr[gCharactersList[cnt].usSolID]; pTeamSoldier = gCharactersList[cnt].usSolID;
if (pTeamSoldier != pSoldier && pTeamSoldier->bAssignment != ASSIGNMENT_DEAD && pTeamSoldier->bAssignment != ASSIGNMENT_POW && pTeamSoldier->bAssignment != IN_TRANSIT && pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER) if (pTeamSoldier != pSoldier && pTeamSoldier->bAssignment != ASSIGNMENT_DEAD && pTeamSoldier->bAssignment != ASSIGNMENT_POW && pTeamSoldier->bAssignment != IN_TRANSIT && pSoldier->ubStrategicInsertionCode != INSERTION_CODE_CHOPPER)
{ {
force_helidrop = false; force_helidrop = false;
+1 -1
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@@ -1096,7 +1096,7 @@ EquipmentSelection::Functions(UINT32 aVal)
} }
else if ( aVal < gTemplateVector.size( ) ) else if ( aVal < gTemplateVector.size( ) )
{ {
SOLDIERTYPE* pSoldier = &Menptr[gCharactersList[bSelectedInfoChar].usSolID]; SOLDIERTYPE* pSoldier = gCharactersList[bSelectedInfoChar].usSolID;
if ( pSoldier ) if ( pSoldier )
{ {
std::string name = gTemplateVector[aVal]; std::string name = gTemplateVector[aVal];